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Forum > Test Server Discussion > 2/4/10 Targeting, Override, Open Man & Pass rush test
PP
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Originally posted by PP
OK. So, since there was nothing on the live server or here about an update to this, I'm going to assume that nothing in the targeting has changed since yesterday. So, we now have at least 3 games to look and judge.

In all 3, Jack's & TCTF have the same Override order set:
On every 2 wr play, the Override is WR1 WR2 TE HB WR2
every 3 WR play is WR1 WR2 WR3 TE HB

In the final game against Catch's team, I'd pay most attention to TCTF's O, because we know the Override order there and Catch is using the default, so we have no way of knowing what is really going on (ie, was it a check down, hot read, open man or dump)

http://test.goallineblitz.com/game/game.pl?game_id=1854
When trying to double cover the 1st 3 reads, something has to give. What gave was the HB being open a lot. From that, it appears that the open man read is working well

http://test.goallineblitz.com/game/game.pl?game_id=1855
I wanted to continue doubling the 1st 3 reads when Jacks had the ball, but didn't want so many Open Man reads. So, I put the slower, Scat Backless PB in, instead of the Elusive HB. That worked fairly well, greatly reducing the Open Man reads because of better coverage.

http://test.goallineblitz.com/game/game.pl?game_id=1856
Wanted to test it against another O & D to help validate any conclusions...and it p much did

Comments:
- if the goal was to get 4 reads more often, consider that accomplished. The pass rush is better, but not over powering. In turn, when combined with the now shorter read time, the QB has the time against 3 & 4 man DLs to get through more reads

This one is about perfect, really
http://test.goallineblitz.com/game/replay.pl?game_id=1855&pbp_id=400767

- Against the doubling, sell out to stop the pass D, assuming the coverage holds up, the QB should most often keep going through his reads until he hits the single covered HB or the pass rush forces him to make a decision. IMO, it succeeded more often than not.
http://test.goallineblitz.com/game/replay.pl?game_id=1855&pbp_id=400768 (pass rush forces the throw)
http://test.goallineblitz.com/game/replay.pl?game_id=1855&pbp_id=400769 (pass rush forces the throw)
http://test.goallineblitz.com/game/replay.pl?game_id=1855&pbp_id=400782 (has time so gets to his 5th, single covered read)

- Against Catch's zone, when Override 1 & 2 were singled covered, the ball went to one of them most often, which is good, IMO

- Pretty good pass rush pressure, without the mistakes from the OTs causing it. In just the straight 3-4 man rushes in the 2 games against my teams, the QB got sacked on 8.5% of the plays, with no blitzing. That's about right, IMO...Heavy blitzing needs to be tested, though
http://test.goallineblitz.com/game/replay.pl?game_id=1855&pbp_id=400774
http://test.goallineblitz.com/game/replay.pl?game_id=1855&pbp_id=400775

Suggestions:
- DBs should probably still get a bit of an int and PD bump. IMO, a few too many plays like these are still being completed
http://test.goallineblitz.com/game/replay.pl?game_id=1856&pbp_id=401004
http://test.goallineblitz.com/game/replay.pl?game_id=1856&pbp_id=401011

The list is short because I like what I saw...If the DBs get that bump, I'm cautiously optimistic that the targeting, Overrides, Open Man and WR/DB interactions seems p much back to good, IMO...Damn nice job!


Edited by PP on Feb 4, 2010 09:16:28
 
tragula
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Originally posted by PP

http://test.goallineblitz.com/game/replay.pl?game_id=1855&pbp_id=400782 (has time so gets to his 5th, single covered read)


The QB didn't throw to WR2, despite no one covering him underneath. At one point in the game development a QB should be able to decide to throw low/high ball to bit coverage. And to counter that DBs should be able to cover under & over when double teaming. (actually this should be part of the play call for each man coverage)

Originally posted by PP

http://test.goallineblitz.com/game/replay.pl?game_id=1855&pbp_id=400775

What is CB3 doing ? He should not take such a large distance for WR3 even if WR1 entered his zone. CB1 is playing man (my guess) and CB3 should know that and not let WR3 run uncovered until he crossed to the LOLB zone. It may be a result of just a bad defense play.

Other plays:
http://test.goallineblitz.com/game/replay.pl?game_id=1855&pbp_id=400749 - Why does the QB skip WR2 ? The QB still count defenders ignoring their speed vector.
http://test.goallineblitz.com/game/replay.pl?game_id=1855&pbp_id=400753 - Great read by the QB
http://test.goallineblitz.com/game/replay.pl?game_id=1855&pbp_id=400758 - What is worse, the QB throwing into triple doverage or the WR coming down with the ball ?
http://test.goallineblitz.com/game/replay.pl?game_id=1855&pbp_id=400831 - Why does the QB skip the TE ? The QB still count defenders ignoring their speed vector.

Overall the passing game look much better. However I suspect that the D was too weak (safeties seems to be helpless) , without a single run almost all drives ended with 7 points.
Edited by tragula on Feb 4, 2010 09:45:54
Edited by tragula on Feb 4, 2010 09:39:36
Edited by tragula on Feb 4, 2010 09:36:08
 
PP
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Don't really disagree with much of anything you wrote...Just keep in mind, this shouldn't be perfect. The vast majority of real QBs don't hit this many proper reads.

Also, I'm sure you noticed from my only suggestion that I tend to agree with your last statement.
 
tragula
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Originally posted by PP
Don't really disagree with much of anything you wrote...Just keep in mind, this shouldn't be perfect. The vast majority of real QBs don't hit this many proper reads.


I know, which make the testing hard. I think that one should run some test with perfect players all attribute are natural 100. Expecting that players with such skills will never miss a single play. Such a sim will allow one to see the difference between a failed roll and need to improve coding.

 
Deathblade
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Originally posted by tragula
I know, which make the testing hard. I think that one should run some test with perfect players all attribute are natural 100. Expecting that players with such skills will never miss a single play. Such a sim will allow one to see the difference between a failed roll and need to improve coding.


Players with 100 in every attribute should still make mistakes sometimes.

Hell, players with 150 in an attribute should make mistakes sometimes.
 
tragula
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Originally posted by Deathblade
Originally posted by tragula

I know, which make the testing hard. I think that one should run some test with perfect players all attribute are natural 100. Expecting that players with such skills will never miss a single play. Such a sim will allow one to see the difference between a failed roll and need to improve coding.


Players with 100 in every attribute should still make mistakes sometimes.

Hell, players with 150 in an attribute should make mistakes sometimes.


It is not about football realism is about making sure that the RNG will always come up with suceess at high probability. If you get the probability of a failed vision check below a threshold, so you should expect not seeing the QB make bad decision. And making two mistakes in the same game will be crazy. For the QB example, if he make 100 passes in a test game, and each pass has about 10 vision checks a failed check probability of 1/10^5 sound safe enough. Maybe 100 natural is not high enough, but there will be a number that is.
Since we don't know what attribute goes into the vision check, it is safe to take all attribute to 100 (not just vision).
 
Iron Maiden
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Originally posted by PP
If the DBs get that bump, I'm cautiously optimistic that the targeting, Overrides, Open Man and WR/DB interactions seems p much back to good, IMO...Damn nice job!


I think the still-low int % chance could be because all the CBs on the test server have only 4 Sticky Hands SA or less. IMO, 8+ Sticky Hands SA with 50 catching isn't out of the park for a good coverage CB at Lv. 70. And if we don't take that into account we could end up with too many ints in the GLB server.
 
PP
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Originally posted by tragula
It is not about football realism is about making sure that the RNG will always come up with suceess at high probability. If you get the probability of a failed vision check below a threshold, so you should expect not seeing the QB make bad decision. And making two mistakes in the same game will be crazy. For the QB example, if he make 100 passes in a test game, and each pass has about 10 vision checks a failed check probability of 1/10^5 sound safe enough. Maybe 100 natural is not high enough, but there will be a number that is.
Since we don't know what attribute goes into the vision check, it is safe to take all attribute to 100 (not just vision).


Bort has already talked about how there is no way for CBs to never get beat by pump fakes occasionally, no matter how high their vision & SV is. So, though I completely understand what you're getting at, I don't think it would be possible.

Iron Maiden, I hear ya and that's a good point. I think what you describe is a long shot, but still worth a test. as a side note, I actually saw Iron Maiden several lifetimes ago, right towards the end of their peak...It was an outdoor show with a bunch of other bands. I saw way too many concerts back then and, to this day, they played longer than any other band I've ever seen...close to 4 hrs before they the wrapped it up.
 
mdkaden
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Originally posted by tragula
http://test.goallineblitz.com/game/replay.pl?game_id=1855&pbp_id=400758 - What is worse, the QB throwing into triple doverage or the WR coming down with the ball ?


These are the plays that drive me insane as a DC.... I think it happens too often

Is there a way to provide a bump to PDs when multiple defenders are in the same small relative area? Would it even be a good idea?
Edited by mdkaden on Feb 4, 2010 19:56:49
Edited by mdkaden on Feb 4, 2010 19:56:34
 
ijg
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PP, was this put on the live server today? Didn't see anything in the changelog, but I've seen a huge pickup in INTs (like 10 per game) in multiple games that wasn't happening Wed or Thursday.
 


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